Vintage CryptoKitties and the Quest for Authenticity

annif.suggestionsdigital games|online games|gambling games|vintage|game research|electronic money|copyright|games|computer games|blockchains|enen
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p22353|http://www.yso.fi/onto/yso/p22610|http://www.yso.fi/onto/yso/p3446|http://www.yso.fi/onto/yso/p21932|http://www.yso.fi/onto/yso/p21187|http://www.yso.fi/onto/yso/p3653|http://www.yso.fi/onto/yso/p2346|http://www.yso.fi/onto/yso/p6062|http://www.yso.fi/onto/yso/p3453|http://www.yso.fi/onto/yso/p38227en
dc.contributor.authorSerada, Alesha
dc.contributor.departmentfi=Ei tutkimusalustaa|en=No platform|-
dc.contributor.facultyfi=Markkinoinnin ja viestinnän yksikkö|en=School of Marketing and Communication|-
dc.contributor.orcidhttps://orcid.org/0000-0001-6559-7686-
dc.contributor.organizationfi=Vaasan yliopisto|en=University of Vaasa|
dc.date.accessioned2022-01-12T06:59:17Z
dc.date.accessioned2025-06-25T13:19:24Z
dc.date.available2023-12-07T23:00:05Z
dc.date.issued2021-12-07
dc.description.abstractThis paper presents the case of the blockchain-based game CryptoKitties (Axiom Zen, 2017), more specifically, one particular way of making game tokens potentially more valuable by labeling them ‘vintage’. Firstly, I show how the meaning of ‘vintage’ was collectively constructed by the community of players and negotiated online until it was acknowledged by the owners of the game. Secondly, I measure the influence of the ‘vintage’ label on the game market in the first six months of 2018. I base my measurements on open market data available through such services as KittyHelper, Etherscan and the Chrome plug-in CKBox. I conclude that ‘vintage kitties' did not acquire surplus market value even after they became a publicly recognized part of the game: breeding them resulted in losses for the majority of players. However, their retro aesthetics inspired creativity of many players and signified the social status of “the new rich”.-
dc.description.notification©2021 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.-
dc.description.reviewstatusfi=vertaisarvioitu|en=peerReviewed|-
dc.embargo.lift2023-12-07
dc.embargo.terms2023-12-07
dc.format.bitstreamtrue
dc.format.contentfi=kokoteksti|en=fulltext|-
dc.format.extent10-
dc.format.pagerange1-10-
dc.identifier.isbn978-1-6654-3886-5-
dc.identifier.olddbid15335
dc.identifier.oldhandle10024/13394
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/1922
dc.identifier.urnURN:NBN:fi-fe202201121877-
dc.language.isoeng-
dc.publisherIEEE-
dc.relation.conferenceIEEE Symposium on Computational Intelligence and Games, CIG-
dc.relation.doi10.1109/CoG52621.2021.9619106-
dc.relation.funderThe Evald and Hilda Nissi Foundation-
dc.relation.ispartof2021 IEEE Conference on Games (CoG)-
dc.relation.issn2325-4289-
dc.relation.issn2325-4270-
dc.relation.urlhttps://doi.org/10.1109/CoG52621.2021.9619106-
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/13394
dc.subject.disciplinefi=Viestintätieteet|en=Communication Studies|-
dc.titleVintage CryptoKitties and the Quest for Authenticity-
dc.type.okmfi=A4 Artikkeli konferenssijulkaisussa|en=A4 Peer-reviewed article in conference proceeding|sv=A4 Artikel i en konferenspublikation|-
dc.type.publicationarticle-
dc.type.versionacceptedVersion-

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